Homebrew Carbine modifications Species Details

Shotgun modification. You load 2 types of basic potions into your carbine. The carbine has a range of 20 feet. Every 5 feet closer you are to a target causes you to deal a bonus 1d8 damage. When fired twice, the barrel heats up and you have to wait one more round to fire it.

Rifle modification. Increases the range of your carbine to 120 feet. When firing a creature while being undetected you deal a bonus 3d6 damage. You gain advantage on attacks when firing at a range of 60-120 feet away.

Flamethrower modification. You load 3-4 fire potions into your carbine. As an action you can release a 60 foot cone of burning flames. All creatures in the fire have to make a DC 19 dexterity saving throw or take 8d8 fire damage on a failed save or half as much on a success. This runs out of fuel after 3-4 rounds. Every round after the first the flamethrower is fired causes you to take half of the amount of damage the targeted creature takes.

Micro missiles modification. When attached to your carbine, it causes one of your potions to split into 10 smaller versions that each have a +5 to hit. These micro missiles each deal 1d4 damage. These missiles have a range of 30 feet

Rocket launcher modification. You load 5-8 fire potions in your carbine. When fired, it leaves a trail of smoke and all creatures in the path of the modification have to make a DC 21 dexterity saving throw or take 7d6 fire damage and 7d6 force damage. This weapon takes a whole turn to fire and has a cooldown of 10 rounds.

Grapplebolt modification. After loading 1 ice potion into the carbine, you can cause a metal cable attached to the ice potion to hit a ledge or object and pull you 60 feet toward it.

Grenade launcher modification. After loading 1 potion into the carbine, you can cause it to have a 60% chance to explode on contact with a creature or the ground. When it explodes all creatures in a 10 foot radius automatically take 2d6 damage.

Railgun modification. After loading 2-3 lightning potions into your carbine you can fire a bolt of electric energy in a 300 foot long and 10 foot wide line. All creatures in this line have to make a DC 18 dexterity save or take 5d8 lighting damage and become harmed.

Carbine modifications Traits

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